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IRC Log for 2012-05-09

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03:54:36raptorgood evening
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04:07:26raptorwe lost one
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04:20:38raptornow this is a neat loop: http://sam686.maxhushahn.com/upload/KR-Serenity.ogg
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06:52:52BFLogBot - Commit f30db629a1d9 | Author: watusim...@bitfighter.org | Log: Rearrange some things -- rename classes, move methods around, etc.
06:52:54BFLogBot - Commit 2cc68d03faa8 | Author: watusim...@bitfighter.org | Log: Merge
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18:05:04raptorgood day
18:30:26IAmBeardhi
18:46:48Watusimoto has joined
18:57:42raptorhello
19:06:35Watusimotohi
19:06:43raptorhola
19:06:50Watusimotogood news! I've decided we need to get rid of EditorObject
19:06:56raptorhaha, i saw
19:07:02raptorerr..
19:07:06Watusimotoeverything needs to be a GameObject
19:07:07raptori mean, i guess not yet
19:07:14raptori saw that you renamed some sub-classes
19:07:20raptorand was curious why
19:07:31WatusimotoI'm working through the ediroObject methods, trying to get rid of any we can
19:07:48Watusimotoit will make the Lua scripting much cleaner, I hope
19:07:55Watusimototo have a less mudied hierarchy
19:08:10raptorwas this not how it was before 016?
19:08:18Watusimotowell, in a sense
19:08:22raptorand the you came up with BfObject
19:08:27raptorand it became its own grandpa
19:08:32Watusimotobut objects couldn't be used in the editor
19:08:52Watusimotoso it was a construct to try to make GameObjects feel at home in the editor
19:09:20Watusimotobefore we just had WorldItems in the editor, that shared no code with the objects they represented
19:09:27raptorah yes, that's right
19:09:29Watusimoto016 unified these two worlds
19:09:37Watusimotoperhaps imperfectly
19:09:53WatusimotoI was also thinking we should take the editor fixes you made and do a 017c release
19:09:55raptorprobably an important iteration
19:10:03raptorah
19:10:04raptorso
19:10:11raptorfirst, one editor bug left...
19:10:27raptorand i'm not sure how to fix it (or at least haven't had/devoted the time)
19:10:33Watusimotook, well we can fix that, roll back the code, apply the patches, and release
19:10:40Watusimotodo you recall the issue?
19:10:48raptor#2: http://bitfighter.org/wiki/index.php/Running_Bug_List
19:11:14Watusimotothat will be a tiny fix
19:11:17Watusimotoprobably one line of code
19:11:25Watusimotoand the one you fixed was about as complex, no?
19:11:34raptoruhh
19:11:43raptorsort of: http://code.google.com/p/bitfighter/source/detail?r=aeb64c9391056a23844079248ed781bd4e754a9c
19:11:48raptortook a whiel to figure out
19:11:57raptorit was because of an editor optimization
19:12:11raptorand i didn't knwo how to refactor to make it work right, so i took the easy way out :)
19:12:20Watusimotook, but trivial to backport
19:12:26raptoryes
19:12:32Watusimotoand I'm sure the other editor issue will be as easy
19:12:39Watusimotolet me take a look
19:12:45raptorwould you want to backport it before the Lua changes?
19:13:34raptori can start a branch somewhere, pull in the fixes, tag, the re-merge
19:13:38raptor*then re-merge
19:13:55Watusimotoyes; probably to just after the 017b release
19:14:19raptorwe didn't do a 017b - i just sneakily repackaged all the linux ones i build :)
19:14:29Watusimotoand re-released as 017a?
19:14:36raptoryes...
19:14:38Watusimotook
19:14:42raptorbecause hardly anyone ran into the bug
19:14:51raptorif anyone other than me
19:15:11BFLogBot - Commit 1696fcb23469 | Author: watusim...@bitfighter.org | Log: More EditorObject cleanup
19:17:28raptoroh yeah - i need to test if i can compile with recent changes..
19:21:18raptorlooks like, yes!
19:27:28Watusimotofound the problem
19:29:22raptorone-liner?
19:29:35Watusimotonot sure yet, probably
19:39:19Watusimotothere seems to be some internal disagreement about where a flag's position is stored
19:39:31Watusimotois it in the geometry proxy, like other point objects?
19:39:33Watusimotoor
19:39:34raptoror any point item, i think
19:39:41Watusimotois it in the moveState, like other move objects?
19:39:49raptortestitems go to 0,0 also
19:39:56Watusimotoload thinks it's one place, and save thinks it's another
19:40:05raptori think sam686 fixed this bug like like 3 times already...
19:40:09Watusimotoyes
19:40:12Watusimotowell it's the same one
19:42:03raptorhere, i scraped the relevant logs: http://pastie.org/3885876
19:42:19Watusimotoso my answer is to set it in both places!!
19:47:38Watusimotofixed
19:47:49Watusimotowe were setting it in both places, but the wrong-way-round
19:47:59Watusimotohopefully, this will not break anything...
19:48:43Watusimotooops, it broke something
19:48:47Watusimotowell, pretty much everything
19:48:49raptor...
19:49:10Watusimotobut it was only one line!
19:49:37raptorhaha
19:52:36Watusimototry a different one line
19:57:12raptorsigh: i just rolled a buggy application to the production environment... of course it wasn't buggy in the test OR stage environments..
19:59:48Watusimotono, of course not
20:00:05raptorthe solution: test everything in production!
20:00:13Watusimotosubmitted a fix (for my problem, not yours). It's one line...
20:00:22Watusimotobut it points to a mess that needs cleaning
20:00:24BFLogBot - Commit f81a6327f4d2 | Author: watusim...@bitfighter.org | Log: Dead code
20:00:25Watusimotobut fixed for now
20:00:25BFLogBot - Commit e7608188b73b | Author: watusim...@bitfighter.org | Log: Hacky fix to crashy problem
20:00:38Watusimotooops, not crashy
20:01:07Watusimotonow we need to rebuild the repository to fix that comment...
20:01:11raptorwait wait, is it that last one?
20:01:18Watusimotoyes
20:01:54raptorif you ever want to rebuild the repo, i have loads of fixes i've wanted to do... like not commit my google code credentials, and fix author names (you've got three)
20:02:23raptorbut then every one's clone is broke... but it's not like they're using them
20:02:43Watusimotoyour gc credentials are in there?
20:02:51WatusimotoI assume you changed them...
20:03:04raptoryeah - i think both sam686 and I committed them at least once somehow along the way
20:03:10raptoryes, they are changed
20:03:22Watusimotobut the important part is trivial to change, no?
20:03:27Watusimotothat autogenerated pw?
20:03:50Watusimotoprobably 50% of the projects have commtted credentials!
20:04:11raptoryep, one-button-click
20:15:38raptordare I compile again?
20:15:46raptorok, so
20:15:54raptordo you want me to branch somewheres
20:15:55raptor?
20:16:08raptorbefore or after the Lua clean-up?
20:16:20raptoror even super-before, like right after 017a?
20:18:34raptorafter Robot memory/CPU optimizations, but before LuaW ?
20:30:20IAmBeardis the list in gameObject just for the gridDB stuff, or is that used for network information, too?
20:30:58raptorgridDB is just the 'container' for fast object searching
20:31:06raptorgameObject is everything
20:31:16raptorwalls, flags, whatever
20:31:17Watusimotoraptor: we haven't done many bug fixes since your stealth release
20:31:30raptorWatusimoto: stealth?
20:31:33WatusimotoI'd go back to then, and add the two patches
20:31:38Watusimotoyour linux only release
20:31:41raptorah
20:31:51raptorso, just branch right after 017a, then?
20:31:51Watusimotomost of what I have done since then is lua related
20:31:56Watusimotoyes, I think so
20:32:04raptorok, we can wait on the new stuff...
20:32:06Watusimotois there anything other than those two patches we need to add?
20:32:21raptor looks at the tree
20:33:03raptornot unless we want to do SDL2 stuff...
20:33:12raptorbut it was sort of mixed in with the lua changes
20:33:32Watusimotodoes sdl2 help anyone?
20:33:34raptori think sam686 fixed a few segfaults
20:33:46Watusimotobesdies us, I mean
20:33:50raptormac users will have a better experience with sdl2
20:33:51IAmBeardand what's a spybug? i see a few references to it in gameobject, but i don't know what it does in the game
20:34:10IAmBeardSDL2 gives you multiple window support, plus better performance on modern hardware
20:34:20IAmBeardso it's not a bad thing, even from a user perspective
20:34:21Watusimotospybug is a something that lets you get visiblility in a remote corner of the map
20:34:38IAmBeardis spybug still being used? i haven't seen it anywhere
20:34:45Watusimotooccasionally
20:35:02Watusimotowe're trying an experimental way of using them, and no one has been able to figure it out
20:35:15Watusimotothey were never overly popular, but they can be quite useful in some games
20:35:26raptorWatusimoto: i think i might just branch at 017a, then include the fixes from the running bug list + a few of sam's segfault fixes
20:35:31Watusimotoraptor: I would skip the sdl2 unless it is easy to include
20:35:39raptorit's not easy to include
20:35:39Watusimotoraptor: yes, that sounds perfect
20:35:43raptorok
20:35:44Watusimotothen skip it
20:35:55WatusimotoI just feel bad that the editor has those two problems in it
20:36:01Watusimotoand we're not on the eve of a new release
20:36:02raptoryeah, me too
20:36:13Watusimotoespecially since they were such simple fixes
20:36:24Watusimotowe can keep the new 017b branch around for any other easy fixes we find
20:36:32raptorand you are confident about your last fix for the 0,0 problem?
20:36:54WatusimotoI'm confident that the problem has been resolved. Less confident there aren;t new ones :-)
20:37:06raptorha!
20:37:11Watusimotowell, I think it's probably good
20:37:27WatusimotoI tried a few things, adding objects, saving, loading, testing, and everything seemed to be fine
20:37:39raptorok
20:37:55WatusimotoIt's not a radical change
20:38:01Watusimotoyes, I feel good
20:38:07Watusimotowe can always fix it in 017c!
20:38:10raptorhaha
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20:42:01IAmBeardsorry, just reading back, so the gameObject set of U8 constants at the top - are those used by the gridDB?
20:42:22raptoryes, heavily, the gridDB keeps track of all gameObjects in a map
20:42:47IAmBeardokay - with the chipmunk physics stuff, we can pretty much scrap gridDB in favor of physics states
20:43:05WatusimotogridDB is kind of important
20:43:30Watusimotoit is a spatial database that lets you --quickly-- find any objects at a given location
20:43:30raptorgridDB is super important - it really speeds up object searches by using a custom spacial hash
20:43:46raptor^^ what he said
20:44:01IAmBeardbut why would we need to find anything at a particular location?
20:44:10Watusimotobullet moving.. what does it hit?
20:44:13raptorso bots don't run into walls :)
20:44:22Watusimotoship flying... does it collide with asteroid?
20:44:23Watusimotoetc.
20:44:24IAmBeardbut the physics engine takes care of bullet and walls
20:44:33IAmBeardwhich uses a spacial hash
20:44:47IAmBeard*the physics engine, aka chipmunk
20:45:07Watusimotohow does it do collision detection?
20:45:28Watusimotoi.e. when you advance the position of an object, how do you determine if you've now overlapped another object?
20:45:28IAmBeardare you asking if it uses euler, or something else
20:45:40Watusimotoit could do an exhaustive search of all objects, but that can get very slow
20:45:42raptorhow does it know other objects are nearby?
20:45:50IAmBeardchipmunk deals with that internally with timesteps, we can toss in some callbacks to deal with special collisiions
20:46:33Watusimotomaybe I misunderstand... it seems that if you are moving an object, you need to figure out which other objects lie in its path, right?
20:46:41Watusimotoso that you can caluclate an interaction
20:46:53IAmBeardyeah, again, chipmunk deals with that, so we could effectively remove gridDB
20:47:02Watusimotowhat is chipmunk?
20:47:16Watusimotoyou've mentioned it before, and I imagined it to be something that I think it is not
20:47:17Watusimoto:-)
20:47:19IAmBeardoh, i must have been talking to raptor about that - it's an opensource 2d c physics library
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20:47:25Watusimotoah, ok
20:47:47WatusimotoI thought you were talking about speeding up the physics to test some things, hence alvin and the chipmunks
20:47:56IAmBeardlol
20:48:02raptoroh yay, sam686 is here, just the one i need to talk to
20:48:12IAmBeardin that case, that makes dealing with gameObject a lot easier :)
20:48:29Watusimotosam686: does these exagerated tests all the time, working with crazy fast or crazy slow framerates, and found a number of corner cases of things giong wrong
20:48:54raptorsam686: we are going to release 017b; i started a branch after 017a and am transplanting bugfixes. Could you point me to any of the segfault revisions you think would be good to include?
20:49:06Watusimotoeasy stuff
20:49:42Watusimotohttp://chipmunk-physics.net/
20:50:37Watusimotook, well lets see what happens
20:52:41Watusimotoif we use that physics engine, and can harness it in the editor somehow, we might not need griddb
20:53:34IAmBeardyeah, that's the site
20:53:34IAmBeardyeah, i'm in the midst of recoding a lot of stuff in bitifighter
20:53:34IAmBeard*bitfighter
20:53:34fisherman Quit (Ping timeout: 245 seconds)
20:53:34Watusimotothey claim to use a spatial hash
20:53:34Watusimotowhich is similar to what griddb does
20:53:34raptorour is 16 by 16 buckets right?
20:53:34Watusimotoyes
20:55:14Watusimotowell, I'll reserve judgement until I see how it works
20:56:11raptoractually, Watusimoto, that library looks really good - especially if we ever want to do anything other than our simple newton's cradle algo... and it's small - roughly 100KB compiled
20:56:44raptoryou should compile and load their demo
20:57:34Watusimotoour case should be ok; even with 20=30 players, there aren't that many objects moving around
20:57:34Watusimotoand most of the interactions are pretty simple
20:58:34raptori agree
20:58:34Watusimotoand we do have a few quirky issues that maybe this would resolve
20:58:34Watusimotoso I'll hold of on judging it until I see how it works
21:01:04WatusimotoI mean, how it works in the context of BF -- I'm sure it's a solid bit of code
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21:06:34Watusimotobut I don't want BF to take on the feel of just another physics engine game
21:06:34raptorWatusimoto: can i give you a list of sam's fixes that i think would be good to include?
21:06:34Watusimotoof course
21:06:34Watusimotothe easy ones and the critical ones :-)
21:11:29raptorda39a922680c
21:11:35raptorc5944acf89a9
21:11:35raptoreae1e219334d
21:11:35raptora6b2c7b3080a
21:11:35raptor^^ those four seem the most critical-ish
21:12:10raptori think you and i have mostly just been adding fixes after we add features :)
21:27:28Watusimotowhy oh why can't you enter a revision into the google search box?????
21:27:28Watusimotohow do I get a revision easily?
21:27:28raptorhttp://code.google.com/p/bitfighter/source/detail?r=
21:27:28raptorprefix witht that ^^
21:27:35raptorhttp://code.google.com/p/bitfighter/source/detail?r=da39a922680c
21:27:35raptorhttp://code.google.com/p/bitfighter/source/detail?r=c5944acf89a9
21:27:35raptorhttp://code.google.com/p/bitfighter/source/detail?r=eae1e219334d
21:28:00raptorhttp://code.google.com/p/bitfighter/source/detail?r=a6b2c7b3080a
21:28:00Watusimotoha! thanks!
21:28:00raptorsorry, i should have done that to start...
21:28:00Watusimotono, google should fix their site. I mean c'mon... it's google with a sub-optimal search!
21:28:00raptori agree
21:28:00Watusimotoso this one... Fix gameConnection problem, add Drop max flagItems limit to limit some CPU usage
21:28:00Watusimotois that the thing that has some flags count as more than 1?
21:28:00Watusimototo limit the number of flags floating around?
21:28:00raptoryeah - i'm not sure about that one...
21:28:00Watusimoto(it's the 2nd link)
21:28:00raptoractually
21:28:00raptorwe can't use it - it depends on others now that i look at it...
21:28:00raptori'll scratch it off
21:28:00Watusimoto3rd, probably include
21:28:00Watusimotothough not critical
21:28:37Watusimotobut it's a crash and it's modest
21:28:37Watusimotono idea what the first one does
21:28:37Watusimoto4th, probably yes, though there's a lot of changes there.
21:28:37Watusimotoso 1 ??? 2 no 3 yes 4 yes
21:28:37raptor1 has to do with 4
21:28:37Watusimotolooking again, thinking 1 yes
21:28:37WatusimotoI know it can be done, but can you apply these semi-automatically? i.e. without hand editing the files?
21:28:37raptoroh yes - i've been doing it already :)
21:28:37raptor'hg transplant'
21:28:37Watusimotogood
21:28:37Watusimotoso go with those 3, your editor fix, and my fix tonight
21:28:37Watusimotoany other candidates?
21:28:37raptornot really - only really, really minor ones
21:28:37raptorlike a UICredits fix
21:28:37raptori think a name was spelled wrong or something
21:28:37Watusimotook
21:28:37Watusimotowas it my name?
21:28:37raptornope
21:28:37Watusimoto:-)
21:28:37raptorok, just critical fixes, no features; sound good?
21:28:37Watusimotoperfect
21:28:37IAmBeardalright, i'm off for a while, i may be on later though, that's dog and wife dependant :P
21:28:37Watusimotolater
21:30:03raptorok, that was an ugly transplant set...
21:30:11raptorline-ending problems everywhere
21:30:15raptorlet's see if it compiles
21:31:12raptorwow, it sure doesn't...
21:31:47raptori'm thinking we just stick to the annoying bugs...
21:33:28IAmBeard Quit (Quit: Leaving)
21:39:41raptori could only get one of sam's fixes in without significant work
21:41:12sam686it seems to get annoying that the same warning appears 420 times... http://sam686.maxhushahn.com/upload/text1205/120509_16-05-23.txt
21:44:24Watusimotoindeed!
21:44:43Watusimotoraptor: none of sam's fixes seemed immediately critical. which one is causing the grief?
21:46:44raptori lied, they all failed
21:47:06raptorreason was because of a ClientInfo.cpp/h refactor before hand
21:49:03raptori tried pulling in 4 of your revisions that constituted the refactor, but it still didn't work out well..
21:50:05raptori can try harder when i get home today...
22:10:46Watusimotoouch
22:10:59Watusimotoeven if you just do the two editor fixes, it may be good enough
22:11:24WatusimotoI don't know how sam's unfixes manifest themselves in 017
22:11:27Watusimotoif that makes sense
22:14:26sam686or maybe, i just made the latest code compatible to existing 017, by not renaming BurstProjectile back, but instead made changes listed here: http://code.google.com/p/bitfighter/source/detail?r=05c9d443d06c
22:15:06raptori'm trying the crazy transplant again...
22:16:07BFLogBot - Commit 05c9d443d06c | Author: sam8641 | Log: Made a small change to make compatible with existing 017
22:16:41raptorsam686: we aren't going to release the current hg tree as 017b
22:16:52raptori'm doing a branch and only bringing in the relevant fixes..
22:18:01sam686if you change CS protocol, then you can take that fix off (that fix is made to not work after changes to CS protocol)'
22:30:38raptorok, i got in sam's fixes...
22:35:42koda Quit (Quit: koda)
22:37:24raptorti compiles!
22:37:32raptornow to test the fixes...
22:55:30raptorok Watusimoto, ready for me to commit the branch?
22:55:46Watusimotosure!
22:57:14raptorpushed!
22:57:55raptorWatusimoto/sam686: I created a branch called 'fixes-017'. PLEASE don't commit to it - stay on the branch 'default'...
22:58:18Watusimotook :-)
22:58:47raptorbut if you want to update to it, do a full recompile and test, i won't mind :) as long as you switch back...
22:59:05raptori've tested all the bugs so far and they seem fixed
23:01:20BFLogBot - Commit 59710e2f199d | Author: buckyballreaction | Log: Update Mac version
23:01:21BFLogBot - Commit d1fe6f205432 | Author: buckyballreaction | Log: build version bump once more...
23:01:23BFLogBot - Commit 8e2c7296f682 | Author: buckyballreaction | Log: Start fixes-017 branch
23:01:24BFLogBot - Commit 2e0f52eb7ab4 | Author: watusim...@bitfighter.org | Log: Break out ClientInfo into its own file (transplanted from b497ca3252e0b1448acdac050cc6003ee1784857)
23:01:26BFLogBot - Commit 2ea8a5342149 | Author: watusim...@bitfighter.org | Log: Break out ServerGame into its own file (transplanted from 320a37daf17a7367129212c66e080ebd96642817)
23:01:27BFLogBot - Commit bb0bec7728b8 | Author: watusim...@bitfighter.org | Log: Compile fixes related to previous checkins... not sure how it compiled the first time... (transplanted from 5f537f10d9e389e89689d6d383f68986328b36e9)
23:01:29BFLogBot - Commit 2f39252d463c | Author: watusim...@bitfighter.org | Log: Reduce dependencies (transplanted from 2cf62f642e2610e4f7aeb3846ddffe46a5418f00)
23:01:30BFLogBot - Commit c8df522cd86d | Author: watusim...@bitfighter.org | Log: Attempt to update makefile to include objects created yesterday (transplanted from 20d38e88e887041ce2897cbc3e37490d9cb76d24)
23:01:32BFLogBot - Commit 99639aff203e | Author: watusim...@bitfighter.org | Log: Break out EventManager into its own file (transplanted from 7be2ba79f5528ea45274c3d21924ee117f3c325d)
23:01:33BFLogBot - Commit 3143840bf1b4 | Author: watusim...@bitfighter.org | Log: Consolidate two arrays into one struct (transplanted from f8fa8e984f8aaed8c62c71b80adc43bf3c941187)
23:01:35BFLogBot - Commit d05a5eff5c62 | Author: watusim...@bitfighter.org | Log: Fix double instantiation (transplanted from c598d79bfb6f18f5b784d19997e78e6f246b5d91)
23:01:36BFLogBot - Commit 882079eec195 | Author: sam8641 | Log: Fix ClientInfo pointer to Game problem, having "mGame" in ClientInfo (transplanted from da39a922680cc52768e3ad1c2ebe9adb842af341)
23:01:38BFLogBot - Commit 0415f80a0a3d | Author: buckyballreaction | Log: Fix F5 not exiting global chat (transplanted from f1f063679e12647e974f109812742b8e8f77f9c8)
23:01:39BFLogBot - Commit 6190604f2e8d | Author: buckyballreaction | Log: Fix segfault on exit if bitfighter -dedicated was specified (transplanted from 2c2748b6549dff6f79ed6879536e0cf1e7cffb7c)
23:01:41BFLogBot - Commit de1cf3277332 | Author: sam8641 | Log: Fix some level load crash if missing or duplicate GameType (transplanted from eae1e219334ddb94d1bdacf6093a4290f52368ad)
23:01:42BFLogBot - Commit b0f6d011538d | Author: sam8641 | Log: Fix not clearing names on disconnect that caused showing up player names in score board on next connect; Fixes nearly all possible memory leaks of ClientInfo (by using RefPtr) (transplanted from a6b2c7b3080abab445cb686a128f3e65637ed0d7)
23:01:44BFLogBot - Commit e0359fda326e | Author: buckyballreaction | Log: Fix sound crash in 32-bit Linux. I can't believe how long this took to fix (transplanted from 21ee5c002c175e95f65d04721f4b572118764b45)
23:01:45BFLogBot - Commit 2e990fac5397 | Author: buckyballreaction | Log: Fix crash with pasting forcefields in editor (transplanted from aeb64c9391056a23844079248ed781bd4e754a9c)
23:01:47BFLogBot - Commit 16626f70b02c | Author: buckyballreaction | Log: Hacky fix for editor saving objects to (0,0) problem (transplanted from e7608188b73b56aa154475445a410ad0d7f333f8)
23:01:48BFLogBot - Commit a6d968a51739 | Author: buckyballreaction | Log: Post transplant fix
23:02:22raptordoes this mean we are mature enough with a DVCS that we can start managing branches??
23:02:54-barjavel.freenode.net- *** Looking up your hostname...
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23:02:59Topic is 'Bitfighter 017a released!: http://bitfighter.org/downloads'
23:02:59Set by raptor!raptor@unaffiliated/greenmachine on Wed Apr 11 14:50:15 GMT 2012
23:02:59-barjavel.freenode.net- [freenode-info] please register your nickname...don't forget to auto-identify! http://freenode.net/faq.shtml#nicksetup
23:02:59-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
23:13:02raptorso maybe sam686 and I can test tonight, then release tomorrow?
23:13:32raptorI bet dedicated server needs fixing (always does)
23:23:15BFLogBot - Commit 4eea12db96ce | Author: watusim...@bitfighter.org | Log: Lua class registration system basically complete.
23:23:17BFLogBot - Commit 1f1c4284c634 | Author: watusim...@bitfighter.org | Log: Merge
23:23:18BFLogBot - Commit 35d99852bb14 | Author: watusim...@bitfighter.org | Log: whitespace
23:23:20BFLogBot - Commit d40cf5132f5a | Author: watusim...@bitfighter.org | Log: whitespace
23:23:21BFLogBot - Commit 520b1e4a67d2 | Author: watusim...@bitfighter.org | Log: whitespace
23:23:23BFLogBot - Commit 716dea4837e6 | Author: watusim...@bitfighter.org | Log: Comments
23:23:24BFLogBot - Commit 3050134846d8 | Author: watusim...@bitfighter.org | Log: Unused variable
23:23:26BFLogBot - Commit d8bc43167d2b | Author: watusim...@bitfighter.org | Log: Dead code
23:23:27BFLogBot - Commit 7088ae0a6c33 | Author: watusim...@bitfighter.org | Log: Remove questionable line lingering around from Zap days
23:23:29BFLogBot - Commit 8f506905a944 | Author: watusim...@bitfighter.org | Log: Add destructors
23:23:31BFLogBot - Commit 661ef2438c04 | Author: watusim...@bitfighter.org | Log: Rename GrenadeProjectile --> BurstProjectile
23:23:32BFLogBot - Commit 06774ae31926 | Author: buckyballreaction | Log: Minor clean-up
23:23:34BFLogBot - Commit aeb64c939105 | Author: buckyballreaction | Log: Fix crash with pasting forcefields in editor
23:23:35BFLogBot - Commit f30db629a1d9 | Author: watusim...@bitfighter.org | Log: Rearrange some things -- rename classes, move methods around, etc.
23:23:37BFLogBot - Commit 2cc68d03faa8 | Author: watusim...@bitfighter.org | Log: Merge
23:23:38BFLogBot - Commit 1696fcb23469 | Author: watusim...@bitfighter.org | Log: More EditorObject cleanup
23:23:40BFLogBot - Commit f81a6327f4d2 | Author: watusim...@bitfighter.org | Log: Dead code
23:23:41BFLogBot - Commit e7608188b73b | Author: watusim...@bitfighter.org | Log: Hacky fix to crashy problem
23:23:43BFLogBot - Commit 05c9d443d06c | Author: sam8641 | Log: Made a small change to make compatible with existing 017
23:23:44BFLogBot - Commit 4373470663f0 | Author: sam8641 | Log: fix ZAP_DEDICATED
23:23:48sam686logbot flooding?
23:23:51sam686or not
23:29:24raptorha
23:30:02raptoryeah.. it's the branching problem...
23:56:14Watusimotoiambeard is going to have problems removing the griddatabase from the editor! Let's see how chimpmunk physics works there!
23:56:35raptoroh man, that'll be rough
23:57:30raptorok, 3 min. until network shutdown for me
23:57:46Watusimotolater
23:57:50raptorWatusimoto: do you want me to do a release tonight or tomorrow? it'll be small...
23:57:55WatusimotoI sleep after next checkin
23:57:58Watusimotowhenever you like
23:58:04raptorok
23:58:20Watusimotoso... yes!
23:58:38raptori'll do some more testing tonight and get it ready...
23:59:13Watusimotook, great. thanks for doing that!
23:59:27WatusimotoI felt bad but really didn;t want to do it
23:59:42raptorha! ok

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